Level
7th
Casting Time
1 Action
Range/Area
Self (30 ft. *)
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Control

You temporarily overlay your preferred reality over your natural surroundings. Each creature within the spell's area may make a Dexterity saving throw, on a success they may use their reaction to move up to their movement speed potentially outside the spell's area.

During your first time casting this spell you choose the terrain to exist within the spell's area. For as long as you know this spell your chosen terrain cannot change between castings of this spell. 

  • The terrain includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. 

Additionally, your dominance of your surroundings afford you increased power and flexibility in combat. The first time you cast this spell you gain a boon effect for the spell's duration. For as long as you know this spell your boon effect cannot change between castings of this spell. 

  • Choose a spell or feature that you can perform more once per day. Broaden or amplify a characteristic of the effect by one degree among damage, afflicting conditions, required time, required or expended materials, immaterial cost, creature or material type of targets, allyship of targets, number of targets, triggering condition, area, range,  duration, concentration, percentile chance for success, or negative outcomes of the effect. Work with your DM on what is appropriate for a single unit increase of the characteristic and the limits on this increase if any. 

Example: The effected area becomes turbulent desert arena under brilliant constellations with forceful winds, twisting quicksand, and concentric circles of stone pillars. The wind creates difficult terrain in conjunction with the quicksand's surface of difficult terrain. While within the spell's area you may concentrate on any number of spells using the Spellcasting feature, and Constitution saving throws to maintain concentration on these spells all share a single dice roll.

At higher levels. When you cast this spell using a spell slot of 8th level or higher, you must choose your form of barrier and gain the option to surround the spell's area in a magical barrier. Your barrier may block movement into or movement out of the spells area for the duration, but not both. Additionally, the area inside the demiplane increases to 60 feet while the outside dimensions remain the same. For as long as you know this spell your form of barrier cannot change between castings of this spell.

When you cast this spell using a spell slot of 9th level, you may choose one spell or feature that can target creatures other than yourself and that you can use more than once per day to become your sure-hit effect. For the duration, your sure-hit effect can target each creature of your choice within the spell's area once per round at initiative 20 (ten times per minute). For as long as you know this spell your sure-hit effect cannot change between castings of this spell.  

  • If your sure-hit effect requires an attack roll then the effect automatically hits without needing to roll an attack.
  • If your sure-hit effect requires a saving throw, then the target automatically fails the saving throw.  
  • If this spell's area overlaps with the area of another casting of this spell at initiative 20, then your sure-hit effect cannot be used and any lasting effects of your sure-hit effect disappear. When this happens, you and the caster of the overlapping spell must make contested Charisma saving throws. If you succeed on the roll, then the other overlapping spell ends. 

Spell Tags: Control

Available For: Bard (Legacy) Sorcerer (Legacy)

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